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   Sijun Forums Forum Index >> Archive : Sep99 - Dec00
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Author   Topic : "[IMG] My new project 3D Mustang"
Wyatt Turner
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Member #
Joined: 18 Oct 2000
Posts: 501
Location: Everett, WA, USA

PostPosted: Fri Dec 22, 2000 9:28 am     Reply with quote
well I had this model sitting around for almost a year. Finally decided to pull out the calipers and input it into RHINO3D.

I'm going to put as much detail as I can into this baby. Hope that the Computer can handle it. :-)

I'll also do a couple of variations, Got to trick this baby out.

So yes, I have allot of work to do here.
but thought I would show something off for right now, I think its going good.

Well enuff jabbering,

tell me what you think of it or not. :-)





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daz199
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Joined: 30 Dec 1999
Posts: 415
Location: Surrey, BC, Canada

PostPosted: Fri Dec 22, 2000 11:55 am     Reply with quote
woah thats really nice
i have a tuff time makin that stuff in rhino can u tell me how u did it?
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Wyatt Turner
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Member #
Joined: 18 Oct 2000
Posts: 501
Location: Everett, WA, USA

PostPosted: Fri Dec 22, 2000 2:31 pm     Reply with quote
ya I have many Mustang mags, Guess I'm a nut. I own 2 of them babies, just love the car.

I made this in Rhino by using a little artist help and some tools. a fine metal ruler and calipars. Went over a model kit, until I have the basic form in lines and splines.

When I had a problem in some area's, I divided the area up untill I had what I wanted. I allways start in big area such as the roof or hood and work my way out.

in rhino every 1 unit was 1/10 of my unit's

I could go on and on but it just take patiance and free time... It would have been easier if I had blueprints/plans to start from.

I used patches in some areas and loft's in others, the hood was a loft and the roof was a basic 4/line surf, some of the trim was a RAIL with profile. like extrusion of a path.

the Lofted hood was a good thing, because you can pull nurb point to deform from my basic curve.

That would be a summary of what I did...

Now I have to make some seats and stearing wheel, dash and what not for a better apearance.

then onto lighting and rendering.

I love this project. I should make some more.

tweek here, tweek there.... my moto

thanks for the comments

y@
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toast!
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Joined: 29 Sep 2000
Posts: 442
Location: France

PostPosted: Fri Dec 22, 2000 3:59 pm     Reply with quote
hi wyatt , the model is quite good, i m impatient to see it textured

Concerning rhino3d, i m a fervant fan of this software, it is so flexible and when knowing some basics stuff, this wonderful modeler saves a lot of time compared to others ; the only thing that bothers me is the fact that the final model results most of the time in many parts (when using a lot of trimmed surfaces for example) ; when building some organic faces for example you never achieve with a complete block , you have to seperate elements that cannot be merged in reason of the trims ; if someone has any trick or method to get over this i would be very thankful

take care
toast
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Wyatt Turner
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Joined: 18 Oct 2000
Posts: 501
Location: Everett, WA, USA

PostPosted: Fri Dec 22, 2000 4:45 pm     Reply with quote
the thing with seams, I seem to have a little trouble there too. Ive tried to use blends and merge between surfaces to others and join them up. I tried to use the weld option but works some times. I guess thats why I'm making this thing.

See what I learn with this project.

there is allot of good modeling coming out of rhino. I just got to figure out how everyone does it.
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toast!
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Joined: 29 Sep 2000
Posts: 442
Location: France

PostPosted: Fri Dec 22, 2000 5:26 pm     Reply with quote
well , i ve just learned a method not so bad to get rid of some 'easy' trimmed surfaces when they refuse to merge (well trimed surfaces cannot merge .. at least they can only blend )(; just extract the isoparms of the trimmed surface you get (with the curve/fromobject/extract isoparms fonction) ; loft the curves , then rebuild the two part with the same amount of points and you can now merge them ; this will apply only on a few surfaces but it is powerful when modeling body parts (for example ) and when you want a single merged object ; i think it could also apply to mecanical stuff .

my main problem situes on faces wich result on many parts , when turning them into polygones you always get trims between the objects .. still searching for a method to get rid of this (without modeling with polys, i hate this , nurbs modeling with rhino has an approch you don t have with other softwares, it is very close to 2d work)
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Loki
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Joined: 12 Jan 2000
Posts: 1321
Location: Wellington, New Zealand

PostPosted: Sat Dec 23, 2000 12:03 am     Reply with quote
Well, Wyatt, pretty good so far.

Now put some shaders & textures on that sucker and take your time lighting it.

When finishing cars it always helps to look at some magazine ads, to see how they're lighting cars, how the values are, etc. ...

Keep it up
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